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Fizban's Treasury of Dragons
Wizards RPG Team - 2021
Dungeon Masters will discover a rich hoard of new tools and information for designing dragon-themed encounters, adventures, and campaigns. Discover a host of new dragons and other creatures. Learn about the lairs and hoards of each type of dragon, and how hoards focus the magic that suffuses dragons and connects them to the myriad worlds of the Material Plane. Discover everything there is to know about the most iconic monsters of D&D with help from Fizban, your expert advisor on dragonkind!Introduces gem dragons to fifth edition!Reveals the story of the First World and the role Bahamut and Tiamat played in its creation and destruction.Adds new player character options, including unique draconic ancestries for dragonborn, dragon-themed subclasses for monks and rangers, and new feat and spell options.Offers everything a Dungeon Master needs to craft adventures inspired by dragons across the worlds of D&D, with new dragon lair maps and details on 20 different kinds of dragons.Presents a complete dragon bestiary and introduces a variety of new dragons and dragon-related creatures, including aspects of the dragon gods, dragon minions, and more.On the CoverFizban the Fabulous protects a group of innocents as a crystal dragon and a red dragon clash in the sky, in this painting by Chris Rahn.
Clanbook: Toreador
Steven C. Brown - 1995
For millennia, their world-shaking battles within the clan have been just as intense as their relentless struggles against other Kindred. No other clan has had such an effect on the world of mortals. No other clan can match the effect of the Toreador. Clanbook: Toreador includes:* the history of the clan and the roles it has played in both human and vampiric culture;* ten sample characters suitable for players and Storytellers;* the secrets of how the Toreador use their arts to destroy their enemies.
Clanbook: Malkavian Revised
Ethan Skemp - 2000
From emotionless sociopaths to raving lunatics and everything in between, the Malkavians nonetheless command startling insight. Does what they know drive them to madness or does their insanity allow them too peer into a world the rest of us fear to see?The Method of MadnessAs part of the revised lineup of clanbooks, Malkavian takes one of the classic sourcebooks for the game and brings it into a modern context. All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each 32 pages longer than the first-edition series) permits Storytellers to round out their chronicles.
Clanbook: Ventrue Revised
Richard Dakan - 2000
Forever in the line of fire, they have sacrificed their own comfort for the good of all Kindred. Or is this all an empty ruse that excuses their excess and greed? the proud history and black secrets of the clan reveal the truth.Clanbook: Ventrue includes:* The history and practice of the Kindred's most august clan* Hints and tips for making each Ventrue a unique and influential member of vampiric society* New Discipline powers, scandals and luminaries of the Clan of Leadership
Never Unprepared: The Complete Game Master's Guide to Session Prep
Phil Vecchione - 2012
To our knowledge, this is the first book entirely devoted to the process of prepping for tabletop RPGs.Never Unprepared breaks game prep down into its component phases—Brainstorming, Selection, Conceptualization, Documentation, and Review—and provides the tools you need to make the most of each phase. If you hate prep, you’ll find ways to make it more enjoyable. If you already have a great system for doing your prep, you’ll learn how to make it even better. Ten years in the making, Never Unprepared is award-winning author Phil Vecchione’s epic rock ballad to game prep.
Clanbook: Lasombra
Richard Dansky - 1996
Unseen even by mirrors, these lords of darkness glide through the night they rule, orchestrating the rise and fall of Kindred and kine alike. From the Sahara Desert to the Spanish Main, from the monasteries of Seville to the mean streets of New York City, no other clan so embodies what it means to be a vampire.Clanbook: Lasombra includes:* The History of the clan and the foul diablerie of its progenitor;* Details on the clan's sinister rites and depraved games;* New Merits, Flaws and Obtenebration powers.
Amber Diceless Role-Playing: Diceless Role-Playing System
Erick Wujcik - 1991
* A Complete new role-playing system! * Three complete adventures, including "Throne War," "Battleground on Shadow Earth" and "Into the Abyss!" * Attribute Auction system where players bid against each other, creating a unique family of immortals! * Enter a universe where Pattern lets you "walk" to any world you can imagine, where Logrus tendrils can reach across infinite dimensions, and where Shape Shifting lets characters sprout wings! * A mature, demanding, and time-consuming system that puts character development above all else! * Over 100 pages of tips on role-playing style and technique with dozens of crystal-clear examples!
Lords of Darkness (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)
Sean K. Reynolds - 2001
Explore the inner workings of infamous factions such as the Red Wizards and the Zhentarim. Discover more recently unveiled enemies, including the shades and the People of the Black Blood. With detailed descriptions of key villains, secret headquarters, and more, this guide covers everything a Dungeon Master needs to conspire against the heroes of the Forgotten Realms game setting.28 villainous groups Maps of evil strongholds New spells, feats, and magic items To use this accessory, you also need the Player's Handbook, the Dungeon Master's Guide, the Monster Manual, and the Forgotten Realms Campaign Setting.
Star Wars: The Roleplaying Game
Greg Costikyan - 1987
Experience the drama and epic scope of the greatest space fantasy of all time! Adventure in a universe of epic heroes, fearsome villains, amazing technology and strange aliens. Pilot an X-wing against the Empire's devastating TIE fighters! Trade blaster fire with vicious bounty hunters! Smuggle contraband cargos through Imperial blockades! Learn the ways of the lightsaber-wielding Jedi Knights, and master the powers of the Force!This 176-page rulebook features:• Sophisticated yet simple rules covering all aspects of the Star Wars universe. Completely revised, with a conversion system for first edition materials.• Extensive information on the Star Wars universe, with guidelines on designing your own adventures set during the time of the movies or after the Battle of Endor!• Includes a beginning adventure.• Detailed skill descriptions, with many new skills and special abilities for aliens! • New movement, chase and combat rules covering everything from landspeeders to Imperial Star Destroyers!• 16 full-color pages, with never before published material.
Dungeons & Dragons Player's Handbook 2: A 4th Edition D&D Core Rulebook
Jeremy Crawford - 2009
New classes, races, and other options for your D&D(R) game.This book builds on the array of classes and races presented in the first
Player's Handbook
(R), adding both old favorites and new, never-before-seen options to the game.The book adds a new power source for 4th Edition D&D; classes using the new primal power source include the barbarian and the druid.
Player's Handbook 2
expands the range of options available to D&D players with new classes, races, powers, and other material.
The Rise of Tiamat
Alexander Winter - 2014
The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves. From Waterdeep to the Sea of Moving Ice to Thay, it is a race against Evil. Succeed or succumb to the oppression of draconic tyranny. Win or lose, things will never be the same again. • The second of two adventures in the Tyranny of Dragons™ story arc, The Rise of Tiamat provides everything a Dungeon Master needs to create an exciting and memorable adventure experience. • Fans of the Dungeons & Dragons® Roleplaying Game can get a sample of what this product has in store for them through the D&D Encounters™ in-store play program. • Adventure design and development by Kobold Press.
Werewolf: The Forsaken
Carl Bowen - 2005
To one side stretches the forest, to the other the city. Your claws are stained with blood. Your senses whisper of prey that runs before you, and of predators who stalk even the likes of you. You hear the howls of your brothers and sisters. Luna rises. Your blood boils. It is time to hunt. Wolves at the Door Werewolf: The Forsaken -- the game of bestial violence and supernatural terror -- is the second core setting sourcebook intended for use with White Wolf's new Storytelling System(tm). Werewolves are creatures of original sin, tainted by ancestral crimes and driven to hunt by the shame of being abandoned. This book details what it is to be Forsaken, one of the Tribes of the Moon. Create your own werewolf pack and seek redemption or give in to your savage nature. Hardcover. For use with the World of Darkness Rulebook.
Heroes Unlimited
Alex Marciniszyn - 1994
Trade Paperback. Book Condition: Good. The cover does show some normal wear. Fraying on lamenation along edges of front and back cover.